/Engine/Source/Runtime/Engine/Classes/Engine/SubsurfaceProfile.h
Struct with all the settings we want inUSubsurfaceProfile, separate to make it easer to pass this data around in the engine.
struct FSubsurfaceProfileStruct
bool
bEnableBurley
Effective only when Burley subsurface scattering is enabled in cmd.
bool
bEnableMeanFreePath
Switch to use Mean Free Path, otherwise use diffuse mean free path.
FLinearColor
BoundaryColorBleed
float
ExtinctionScale
FLinearColor
FalloffColor
Defines the per-channel falloff of the gradients produced by the subsurface scattering events, can be used to fine tune the color of the gradients (called "falloff" in SeparableSSS, default there: 1, 0.37, 0.3)
float
IOR
float
LobeMix
FLinearColor
MeanFreePathColor
Controls how far light goes into the subsurface in the Red, Green and Blue channel.
float
MeanFreePathDistance
Subsurface mean free path distance in world/unreal units (cm)
float
NormalScale
float
Roughness0
float
Roughness1
float
ScatteringDistribution
float
ScatterRadius
In world/unreal units (cm)
FLinearColor
SubsurfaceColor
Specifies the how much of the diffuse light gets into the material, can be seen as a per-channel mix factor between the original image, and the SSS-filtered image (called "strength" in SeparableSSS, default there: 0.48, 0.41, 0.28)
FLinearColor
SurfaceAlbedo
It should match The base color of the corresponding material as much as possible.
FLinearColor
Tint
Specifies the how much of the diffuse light gets into the material, can be seen as a per-channel mix factor between the original image, and the SSS-filtered image.
FLinearColor
TransmissionTintColor
Transmission tint control.
float
WorldUnitScale
Control the scale of world/unreal units (cm)